• Title/Summary/Keyword: Entertainment Company

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An Exploratory Study on Acceptance of China Internet Entertainment Personal Broadcasting Contents (중국 인터넷 엔터테인먼트 개인방송 콘텐츠 수용에 대한 탐색적 연구)

  • Li, RuiXiang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.907-916
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    • 2018
  • This paper is an exploratory study on the acceptance of Chinese Internet entertainment personal broadcasting contents. After analyzing the factors affecting viewer satisfaction, we analyzed the relationship between these factors and viewer satisfaction on reuse intention. As a result of the survey, first, the information system quality has a significant effect on the viewer satisfaction of internet personal broadcasting. Second, indirect experience, entertainment pursuit, and social relationship have a significant effect on viewing satisfaction of internet personal broadcasting. Third, viewing satisfaction of internet personal broadcasting has a significant effect on reuse intention. These results are expected to help establish the marketing strategy of the company operating the Internet personal broadcasting and prepare the requirements to be provided by the host.

Diversification Strategy through Market Creation: The Case of CJ Group

  • Jeong, Jaeseok;Kim, Nam Jung;Lim, Hyunjoo;Kang, Hyoung Goo;Moon, Junghoon
    • Asia Marketing Journal
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    • v.15 no.4
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    • pp.1-32
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    • 2014
  • The purpose of this paper is to investigate upon a diversification strategy through market creation of CJ Group, which has contributed in positioning of the firm as one of the leading conglomerates in South Korea. With such objective, the background of CJ Group, followed by its business diversification strategies were explored, with reference to several case studies. The history of CJ Group began with establishment of CheilJedang Industrial Corporation in 1953, as the first domestic sugar producer and exporter of South Korea. The corporation gradually expanded its business ever since at both national and global level, to include the fields of food production, pharmaceutical, biotechnology, and life chemicals. Later, CheilJedang (CJ) Group was established as an affiliate of CheilJedang Industrial Corporation. With such independence, extension of business has been witnessed across the industries of media, entertainment, finance, information technology and distribution. Thus, the current CJ Group pursues to define itself as a progressive global living culture company with four major business categories from food and food service, biotechnology, entertainment and media, and logistics. Despite its success in today's market, CJ Group underwent hardships in its business diversification in 1990s due to indiscreet management, along with the Asian financial crisis. Here, many firms overcame the financial difficulties by taking advantage of the exchange rate for overseas expansion. Though, CJ Group tried to differentiate itself by focusing on the domestic market by creating something out of nothing. Hence, CJ Group takes a unique position among many cases of business diversification and their categorization. In an effort to identify and classify the types of growth experienced by the top 30 companies in South Korea, the firms were categorized into four groups according to their diversification strategies adapted after the Asian financial crisis. Based on the mode and time of entry, corporations were identified either as the 'Explorer', 'Invader', 'Venture Capitalist', or 'Assimilator'. Here, the majority of the firms showed the qualities of Invader, entering mature markets through large-scaled mergers and acquisitions. However, CJ Group was the only firm that was categorized as an Explorer, for its focus on the newly emerging service sector in culture-contents industry. This diversification strategy through market creation is worth examining, due to its contribution in generating simultaneous growth between the market and the company itself. Diverse brands of CJ Group have been referred to as case studies in this regard, from 'Hatban', 'Cine de Chef', 'VIPS' to 'CJ GLS'. These four businesses, each to represent processed food, film, restaurant service, and logistics industries respectively, show CJ Group's effectiveness in creating a whole new category of goods and services that are innovative. In fact, such businesses not only contributed in advancement of consumers' wellbeing, but toward generating additional value and employment. It is true that the diversification strategy of CJ Group requires long-term capital investment with high risk, compared to the other strategies mentioned in the paper. However, this model does create high employment and additional values that are positive to both the society and the firm itself. Therefore, the paper comes to a conclusion that the diversification strategy through market creation conveys the most positive impact relative to the others.

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A prospect analysis of next generation console game machines : with a XBOX ONE and PLAY STATION 4 (차세대 콘솔 게임기 전망 분석 (XBOX ONE과 PLAY STATION4를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.529-532
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    • 2013
  • Today, Game console on the market share of the game are very large. As technology advances, console game machines have developed the abilities, and more amazing graphics and great game play has provided. In this Electronic Entertainment Expo (E3), Microsoft and Sony, The two prominent company known for console game, announced the company's next-generation console game machines which is the XBOX-ONE & PLAY STATION4. They hint at a prelude for the next console game machines This paper will analyze merits and demerits of each console game machines, I will suggest the result of analyses about the fact that which machine will succeed in the market.

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Frequentist and Bayesian Learning Approaches to Artificial Intelligence

  • Jun, Sunghae
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.16 no.2
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    • pp.111-118
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    • 2016
  • Artificial intelligence (AI) is making computer systems intelligent to do right thing. The AI is used today in a variety of fields, such as journalism, medical, industry as well as entertainment. The impact of AI is becoming larger day after day. In general, the AI system has to lead the optimal decision under uncertainty. But it is difficult for the AI system can derive the best conclusion. In addition, we have a trouble to represent the intelligent capacity of AI in numeric values. Statistics has the ability to quantify the uncertainty by two approaches of frequentist and Bayesian. So in this paper, we propose a methodology of the connection between statistics and AI efficiently. We compute a fixed value for estimating the population parameter using the frequentist learning. Also we find a probability distribution to estimate the parameter of conceptual population using Bayesian learning. To show how our proposed research could be applied to practical domain, we collect the patent big data related to Apple company, and we make the AI more intelligent to understand Apple's technology.

The Effect of Information Diffusion of Program on the Viewing Type of Web Platform Program and the Attention of the Public (웹 플랫폼 프로그램 시청 유형·프로그램의 화제성이 프로그램에 대한 정보 확산에 미치는 영향 연구)

  • Hong, Juhyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.751-768
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    • 2016
  • The success of the journey to the west of tvN's shows the positive prospect of web entertainment. This study highlights how viewers actively select web progrmas and how they diffuse the infomrmation of web programs to explore the possibility of success of web program and the change of viewing environment. This study revealed the attention of viewers affected the diffusion of programs via social media. The highness of the viewer's attention cause the highness of active interaction between users. The production company of web entertaninment has to focus on the high hits strategy. In the view of journalists, they covered on the appearance of the heroin rather than the content of the program. The relationship of viewing type and viral type via SNS is related with the activity of viewers. If viewers participate in viewing they express their opinion on the web entertainment actively.

Segmentation based on Visitors' Motivation and Satisfaction to Food Cultural Festival - Focusing on Korea Food Festival in Jeon-ju 2008 - (음식문화축제 방문객의 동기에 따른 세분화와 만족도 - 전주 천년의 맛축제를 중심으로 -)

  • Kim, Joo-yeon;Ahn, Kyung-mo
    • International Area Studies Review
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    • v.13 no.2
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    • pp.669-686
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    • 2009
  • This study attempted to segment food festival market based on delineated motivation and find factors and find the difference attendants' characteristics among segment market. The study also explored the influence of motivation factors on satisfaction. The results shows that The results are followings : (1) Derived factors of food festival attendance motivation were 'food', 'escape', 'familey togetherness', 'entertainment'. (2) A cluster analysis identified three segments for four motivation factors. Three segments were found to be different according to age, income, the number of company, and information source. (3) Four motivation factors had significant influence on satisfaction. food factor's influence was the highest. and 'family togetherness', 'escape', 'entertainment' are ranked accordingly.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Stephen Sondheim's Experiments and Strategies for Musical Fusion Style (스티븐 손드하임의 뮤지컬 융합 양식을 향한 실험과 전략)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.15-23
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    • 2019
  • This paper aims to identify the characteristics implied in the process of change of Stephen Sondheim's musical style and to derive the structural communication tools that connect the creator and audience and the implications. The strategies that appear in Sondheim's musical works are the following. First, Sondheim's early musical works follow the principles of book musical and emphasize the integration faithful to the basic elements such as the rhythm and meaning of the lyrics. Second, in the era of early postmodernism, Sondheim attempts the principle of extreme deconstruction through the concept musical Company and pursues rational thought through fragmented dramatic flow. Third, while maintaining dramatic linearity to overcome the lack of immersion caused by extreme deconstruction, Sondheim realizes a more elaborate and formalized fusion style of the principles of integration and deconstruction through the choruses and the songs of the characters in Little Night Music and Sweeney Todd. Finally, Sondheim attempts multiple experiments to break down the boundaries of act and scene and to express new subject matters through his works such as Sunday Park with George and Into the Woods. In conclusion, Sondheim's fusion experiments and strategies are the process of finding a framework and a medium of communication to induce dramatic immersion of audience and at the same time create rational thinking about social problems to deliver the message of the creative work with the leading aesthetics of the modern musical's box-office success.

A Study of the status of Dental technicians' leisure activities (치과기공사의 여가활동 실태에 관한 연구)

  • Kwon, Soon-Suk;Kim, Yoon-Shin
    • Journal of Technologic Dentistry
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    • v.30 no.1
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    • pp.83-96
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    • 2008
  • This study aims to analyze the major factors in their working conditions affecting the enlargement of leisure activities of dental technicians. We also present a need for dental technicians to assign more time many different kinds of leisure activities for their quality life. To this end, we examined the status and the characteristics of dental technicians' leisure activities among the randomly selected subjects who are working in the area of Seoul, Gyonggido, and Gangwon-do through the analysis of the 311 sheets of self-administered questionnaires. The conclusions from this analysis are as follows; 1. On weekdays, non participants in leisure activities were found to be 64.0%, and in the case of weekends, the participants were reached to 70.7%. Those who enjoy any leisure activities in either of weekdays and weekends were 34.1%, 27.3% of the dental technicians did not have any leisure activities. Therefore, statistical significance was shown in the participations of leisure activities between weekdays and weekends. 2. Of the types of leisure activities in both weekdays and weekends, sports activities were ranked at the top 33.4%, 29.6% respectively, which is followed by going to the cinema/theatre/exhibitions, etc 21.9%, 26.0%, games/entertainment 14.5%, 14.8%, hobbies/cultural activities 14.1%, 12.5%, sightseeing/picnic 6.4%, 7.4%. 3. Of the differences in the characteristics of leisure activities, the types of leisure activities between weekdays and weekends showed difference in gender, company and information regarding leisure activities in age, company and the place of leisure activities, and leisure information in the marital status, career and monthly income in company, company and leisure information in the job position, which is statistically significant (p<.001). However, no statistical significance was found among the other general items of the characteristics of leisure activities. Considering only works on weekdays policy is currently permeating into almost every business sector, dental business owners or managers are advised to consider more effective time management or human resources management, such as keeping reasonable manufacturing time through cooperations with the dentists, regularity of working hours, incentive system, introduction of credible over time payment. Which will provide their staff with more times and opportunities to enjoy their leisure activities. Additionally, the concrete and feasible ways of motivating and activating the leisure activities of dental technicians are in need of further researches and studies.

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Measuring Relative Static/Dynamic Efficiency of Korean Game Companies Using DEA and DEA-Window: Focusing on Online and Mobile Game Company (DEA 및 DEA-Window를 통한 국내 게임산업의 정태적/동태적 효율성 분석: 온라인 및 모바일 게임 기업을 중심으로)

  • Lee, Jae-Young;Leem, Choon-Seong;Ban, Seung-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.496-509
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    • 2020
  • This study analyzes 5-year efficiency of the game industry, from 2014 to 2018 which is aimed at 25 online and mobile game companies, that are emerging as a new growth engine of a national economy to come and as a core areas of late entertainment industry. The DEA is used for static efficiency analyze and the DEA-Window is used for dynamic efficiency analyze. This study uses assets, the number of employees and costs as input variables and it also uses operating profits and sales as output variables. The main results show that scale efficiency presents a resonable result over 0.85 on a total average except 2014. However, there has not been a year that is over 0.80 of the whole period in technical efficiency. Also, in terms of business scale, there is a huge efficiency gap between high rank companies and low rank companies and the average trend of efficiency has been increased from 2014 to 2016 but it has been decreased since 2017.